难以捉摸的Java内存泄漏
我有一个基于LWJGL的Java应用程序。我通过9个顶点缓冲区渲染地形,这些缓冲区排列在一个3 x 3的网格中。当相机移动超过某个边界时,9个缓冲区要么更新,要么替换为一组新地形。这一切都很好,除了当一个新的地形块被添加到9元素阵列中时,我得到了大约5MB的内存增加。这是意料之中的事。不可预料的是,前一个terrain区块占用的5MB内存没有得到清理 我已经用尽了我的谷歌浏览器,所以我希望有人能给我一些帮助。我已安装并运行VisualVM。我不明白的是,在大量的地形加载和卸载之后,Windows显示了我的应用程序,比如说200MB。但是VisualVM堆转储仅显示12MB 加载地形的游戏循环没有在“main”的seprerate线程中运行。谁能给我指出正确的方向吗?我想粘贴一些代码,但它太大了,我不知道该粘贴哪一位难以捉摸的Java内存泄漏,java,memory-leaks,lwjgl,Java,Memory Leaks,Lwjgl,我有一个基于LWJGL的Java应用程序。我通过9个顶点缓冲区渲染地形,这些缓冲区排列在一个3 x 3的网格中。当相机移动超过某个边界时,9个缓冲区要么更新,要么替换为一组新地形。这一切都很好,除了当一个新的地形块被添加到9元素阵列中时,我得到了大约5MB的内存增加。这是意料之中的事。不可预料的是,前一个terrain区块占用的5MB内存没有得到清理 我已经用尽了我的谷歌浏览器,所以我希望有人能给我一些帮助。我已安装并运行VisualVM。我不明白的是,在大量的地形加载和卸载之后,Windows
while(Game.running) {
time = Sys.getTime();
dt = (double)((time - lastTime))/1000.0;
lastTime = time;
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
input.pollInput(cam, dt);
cam.update(terrain.getTerrainHeight());
sun.render();
terrain.updateNew(cam.getPosition());
terrain.render();
frameRendering();
//testTriangle();
Display.update();
}
这是主回路。问题似乎发生在terrain.updateNew()函数中
这是:
public void updateNew(Vector3f playerPos)
{
_playerPos.x = playerPos.x;
_playerPos.y = playerPos.y;
_playerPos.z = playerPos.z;
int width = TerrainChunk.CHUNK_WIDTH;
_westernBounds = _chunks[4].getOrigin().x + 0;
_easternBounds = _chunks[4].getOrigin().x + width - 0;
_northernBounds = _chunks[4].getOrigin().z + 0;
_southernBounds = _chunks[4].getOrigin().z + width - 0;
if(_playerPos.x < _westernBounds && !_needUpdate)
{
_needUpdate = true;
_inWestBounds = true;
}
if(_playerPos.x > _easternBounds && !_needUpdate)
{
_needUpdate = true;
_inEastBounds = true;
}
if(_playerPos.z < _northernBounds && !_needUpdate)
{
_needUpdate = true;
_inNorthBounds = true;
}
if(_playerPos.z > _southernBounds && !_needUpdate)
{
_needUpdate = true;
_inSouthBounds = true;
}
if(_needUpdate)
{
long key = 0;
long key1 = 0;
long key2 = 0;
int[] coords = new int[2];
HashMap<Integer, Long> needed = new HashMap<Integer, Long>();
coords = calculateChunkCoords(0);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(0, key);
coords = calculateChunkCoords(1);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(1, key);
coords = calculateChunkCoords(2);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(2, key);
coords = calculateChunkCoords(3);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(3, key);
coords = calculateChunkCoords(4);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(4, key);
coords = calculateChunkCoords(5);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(5, key);
coords = calculateChunkCoords(6);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(6, key);
coords = calculateChunkCoords(7);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(7, key);
coords = calculateChunkCoords(8);
key1 = coords[0];
key2 = coords[1];
key = key1 << 32 | key2;
needed.put(8, key);
// copy the chunks we have into a searchable has map
HashMap<Long, TerrainChunk> have = new HashMap<Long, TerrainChunk>();
key1 = _chunks[0]._origin[0];
key2 = _chunks[0]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[0], _chunks[0]._color));
key1 = _chunks[1]._origin[0];
key2 = _chunks[1]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[1], _chunks[1]._color));
key1 = _chunks[2]._origin[0];
key2 = _chunks[2]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[2], _chunks[2]._color));
key1 = _chunks[3]._origin[0];
key2 = _chunks[3]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[3], _chunks[3]._color));
key1 = _chunks[4]._origin[0];
key2 = _chunks[4]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[4], _chunks[4]._color));
key1 = _chunks[5]._origin[0];
key2 = _chunks[5]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[5], _chunks[5]._color));
key1 = _chunks[6]._origin[0];
key2 = _chunks[6]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[6], _chunks[6]._color));
key1 = _chunks[7]._origin[0];
key2 = _chunks[7]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[7], _chunks[7]._color));
key1 = _chunks[8]._origin[0];
key2 = _chunks[8]._origin[1];
key = key1 << 32 | key2;
have.put(key, new TerrainChunk(_chunks[8], _chunks[8]._color));
Set<Entry<Integer, Long>> set = needed.entrySet();
Iterator<Entry<Integer, Long>> i = set.iterator();
// Garbage cleanup?
while(i.hasNext())
{
Map.Entry<Integer, Long> me = i.next();
if(have.containsKey(me.getValue()))
{
_chunks[me.getKey()] = null;
_chunks[me.getKey()] = new TerrainChunk(have.get(me.getValue()), getColor(me.getKey()));
} else {
_chunks[me.getKey()].destroy();
_chunks[me.getKey()] = null;
_chunks[me.getKey()] = new TerrainChunk(calculateChunkCoords(me.getKey()), getColor(me.getKey()), this);
}
}
_needUpdate = false;
have.clear();
needed.clear();
have = null;
needed = null;
}
}
提前感谢您提供的任何帮助或建议。我认为这可能是Java虚拟机从操作系统分配内存方式的产物,尤其是它们倾向于即使堆缩小也不释放页面,而是保留页面以防堆再次增长 但就代码中的内存泄漏而言,重要的是VisualVM所说的堆大小。如果这是稳定的,没有泄漏 您还应该考虑到Java VM本身使用了大量本机库和其他消耗物理或虚拟内存的东西,这使得每个Java进程的开销大致保持不变
(可能也有帮助。)泄漏可能发生在底层本机库中。LWJGL似乎绑定到了本机C库(OpenGL、OpenAL等),我怀疑有一些临时内存缓冲区用于显示,它们从未被释放。这将解释为什么VisualVM只显示12MB(他正在处理的对象),而Windows显示200MB(JVM创建的数据,仍然在GC中,以及C库中使用的数据) 您确定您正确使用了该框架吗 编辑: 我可能弄错了,因为我不熟悉这个特定的库,但是 实际上,您正在使用本机库进行内存分配\操作 看起来你一切都很好,但我注意到了
ARBBufferObject.glGenBuffersARB
分配你的缓冲区。此方法正在包装一个C本机,因此在调用
ARBBufferObject.glDeleteBuffersARB
或者终止此缓冲区将在内存中持久化。您应该确定由createVertexBuffer()
创建的数据的生命周期、调用它的次数,并在您和GPU都未完成此操作时删除缓冲区
再说一次,我不知道OpenGl的这一面,所以有人可能会帮助你。
您注意到,与中讨论的相同,答案很简单:将顶点放入“vertextPositionAttributes”中的缓冲区很可能是一个直接缓冲区,这意味着它存在于GC控制的堆之外,对JVisualVM不可见。您的应用程序是否真的内存不足?JVM不经常释放内存,GC只在真正需要时运行。您是否尝试过让JVM实际执行GC以查看发生了什么?您是否尝试过使用一个较低的-Xmx值来查看JVM是否确实无法释放内存?为什么您希望增加5Mb?每个缓冲区大约为5mb/9??我已手动运行垃圾收集器,它确实会更改virtualVM中的堆大小,但不会更改操作系统内存分配。用于计算顶点缓冲区的数据相当大。大量向量3f’代码中有大的顶点缓冲区吗?它最初是在哪里创建的?它是否在
calculateChunkCoords()中。如果是,也发代码。我想我是。然而,我是LWJGL的新手,所以我不会排除我不是的可能性。我已将顶点创建函数粘贴到原始帖子中。
private boolean createVertexBuffer()
{
_vboVertexAttribues = ARBVertexBufferObject.glGenBuffersARB();
_vboVertexIndices = ARBVertexBufferObject.glGenBuffersARB();
//_vboVertexTexture = ARBVertexBufferObject.glGenBuffersARB();
ARBVertexBufferObject.glBindBufferARB(
ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
_vboVertexAttribues
);
ARBVertexBufferObject.glBufferDataARB(
ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
(VERTEX_SIZE * VERTEX_COUNT),
ARBVertexBufferObject.GL_STATIC_DRAW_ARB
);
ByteBuffer vertextPositionAttributes = ARBVertexBufferObject.glMapBufferARB(
ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
ARBVertexBufferObject.GL_WRITE_ONLY_ARB,
(VERTEX_SIZE * VERTEX_COUNT),
null
);
for(int i = 0; i < VERTEX_COUNT; i++)
{
vertextPositionAttributes.putDouble(_vPos[i].x);
vertextPositionAttributes.putDouble(_vPos[i].y);
vertextPositionAttributes.putDouble(_vPos[i].z);
vertextPositionAttributes.putDouble(_vNorm[i].x);
vertextPositionAttributes.putDouble(_vNorm[i].y);
vertextPositionAttributes.putDouble(_vNorm[i].z);
vertextPositionAttributes.putFloat(_color.x);
vertextPositionAttributes.putFloat(_color.y);
vertextPositionAttributes.putFloat(_color.z);
vertextPositionAttributes.putFloat(1.0f);
}
vertextPositionAttributes.flip();
ARBVertexBufferObject.glUnmapBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);
vertextPositionAttributes.clear();
vertextPositionAttributes = null;
// TEXTURE COORDS
/*ARBVertexBufferObject.glBindBufferARB(
ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
_vboVertexTexture
);
ARBVertexBufferObject.glBufferDataARB(
ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
(TEXTURE_SIZE * VERTEX_COUNT),
ARBVertexBufferObject.GL_STATIC_DRAW_ARB
);
ByteBuffer vertexTextureCoords = ARBVertexBufferObject.glMapBufferARB(
ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
ARBVertexBufferObject.GL_WRITE_ONLY_ARB,
(TEXTURE_SIZE * VERTEX_COUNT),
null
);
for(int i = 0; i < VERTEX_COUNT; i++)
{
vertexTextureCoords.putFloat(_vTex[i].x);
vertexTextureCoords.putFloat(_vTex[i].y);
}
vertexTextureCoords.flip();
ARBVertexBufferObject.glUnmapBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);*/
ARBVertexBufferObject.glBindBufferARB(
ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
_vboVertexIndices
);
ARBVertexBufferObject.glBufferDataARB(
ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
(INDEX_SIZE * INDEX_COUNT),
ARBVertexBufferObject.GL_STATIC_DRAW_ARB
);
ByteBuffer vertexIndices = ARBVertexBufferObject.glMapBufferARB(
ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
ARBVertexBufferObject.GL_WRITE_ONLY_ARB,
(INDEX_SIZE * INDEX_COUNT),
null
);
for(int i = 0; i < _nIndices.length; i++)
{
vertexIndices.putInt(_nIndices[i]);
}
vertexIndices.flip();
ARBVertexBufferObject.glUnmapBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
// Cleanup our crap
_fXs = null;
_fYs = null;
_fZs = null;
_vPos = null;
_vNorm = null;
_color = null;
_nIndices = null;
_vTex = null;
vertexIndices.clear();
vertexIndices = null;
return true;
}
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
ARBVertexBufferObject.glBindBufferARB(
ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
_vboVertexAttribues
);
ARBVertexBufferObject.glBindBufferARB(
ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
_vboVertexIndices
);
GL11.glVertexPointer(
3,
GL11.GL_DOUBLE,
VERTEX_SIZE,
0
);
GL11.glNormalPointer(
GL11.GL_DOUBLE,
VERTEX_SIZE,
NORMAL_SIZE
);
GL11.glColorPointer(
4,
GL11.GL_FLOAT,
VERTEX_SIZE,
POSITION_SIZE + NORMAL_SIZE
);
GL11.glDrawElements(
GL11.GL_TRIANGLE_STRIP,
INDEX_COUNT,
GL11.GL_UNSIGNED_INT,
0
);
ARBVertexBufferObject.glBindBufferARB(
ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
0
);
ARBVertexBufferObject.glBindBufferARB(
ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
0
);
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
}